RimWorld

RimWorld

132 ratings
Medieval - Vanilla
   
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Mod, 1.0
File Size
Posted
Updated
1.037 MB
3 Jan, 2019 @ 3:39pm
5 Jan, 2020 @ 5:56pm
8 Change Notes ( view )

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Medieval - Vanilla

Description
THE 1.1 VERSION CAN BE FOUND HERE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2011469982




This mod removes everything from the game after the Medieval Era. Everything else stays vanilla.

How long can you survive what the storyteller is throwing at you?! There really isn't an end game here, since you can't make a spaceship and fly away.

Notes:
This will conflict with any other mods that reference vanilla items that are post-medieval.
This may not work with scenarios that have post-medieval items as a part of the starting items list.

I made this at the request of several players who were interested. Special thanks to the authors of the Lord of the Rims mod for great examples on how to accomplish this.

Discuss this at Ludeon: https://ludeon.com/forums/index.php?topic=47626.0

Please consider supporting me on Patreon: https://www.patreon.com/SickBoyWI

Or at least buy me a coffee: https://ko-fi.com/sickboywi

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Changelog
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1.0.0.6 2019-07-14
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Fixed an issue that prevented slaves from spawning.

1.0.0.5 2019-05-28
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Added components back in to the game. Buildable at forge or fueled smithy. Require craft skill 6 to make. Changed description on them to remove anything about electronics.

1.0.0.4 2019-04-29
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Fixed several additional immersion errors. Removed solar flares as they do nothing. Pawns should no longer spawn with hyperweave or synthread clothes. Removed compated machinery meteorites.

1.0.0.3 2019-04-13
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Corrected all reported issues related to futuristic items being in the game still.

1.0.0.2 2019-02-17
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Removed modern items that traders would show up with.

1.0.0.1 2019-01-25
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Corrected bug preventing colonists that wander in from being respawned after loading a save game. This won't fix existing saves, unless you manually edit it to make the PawnKind of the pawns in question colonist instead of villager. It will prevent the problem going forward.

1.0.0.0 2019-01-03
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Created
Popular Discussions View All (2)
1
9 Feb, 2020 @ 12:00pm
Issues getting it to work properly...
DragonKing
0
25 Jun, 2024 @ 7:43am
Medieval Vanilla Alpha Animals Error
KΞNTΛR
229 Comments
SickBoyWi  [author] 19 Dec, 2020 @ 4:40pm 
This mod needs a separate mod to make it compatible with Royalty. Something that makes Royalty medieval compatible.

@TotalAbyss - See the link above. At the top of the description.
TotalAbyss 12 Dec, 2020 @ 2:18pm 
any chance of an update to the current version of 1.2?
high_speedchase 11 Dec, 2020 @ 3:40pm 
Game killed by royalty as well... And I don't get the royalty spacer argument because the tribal pathway is not hi-tech at all. Purely a quasi spiritual power system. Hope this can be fixed at some point.
Hcup 17 Oct, 2020 @ 7:41am 
No, I don't own Royalty. I can start a game normally just no faction exists. Nothing else on the map besides my humble tribal shack. Not asking you to do a fix for now! I'm done with Medieval because it's so fucking boring.
SickBoyWi  [author] 16 Oct, 2020 @ 6:22pm 
@の⁠ヮ⁠の - This mod is not compatible with Royalty.
Hcup 30 Sep, 2020 @ 4:45pm 
Every faction disappeared when I tried this. Even the tribal. The log shows nothing wrong.
SickBoyWi  [author] 28 Sep, 2020 @ 7:34pm 
@ahoellrich10 - See my response to kingbmet. I suspect that's your issue.
SickBoyWi  [author] 28 Sep, 2020 @ 7:33pm 
@kingbmet - That happens when you're using Royalty usually. Royalty is all about spacer tech, and this mod is all about medieval. Either you need a mod to make Royalty DLC medieval, and there are a few out there, else you have to drop this or Royalty.
SickBoyWi  [author] 28 Sep, 2020 @ 7:32pm 
@ric - The issue is that mods create new pawnkinds. Those pawnkinds can be set to have a certain weapon. If that's the case, then it is what it is. I cannot account for what every mod is doing. If a mod makes a medieval or earlier faction and pawns, but adds a gun to one of them, then the game will make it. It turns out that just removing everything from the game at startup doesn't fix that issue, but those items get hardcoded/saved on the pawns; therefore removing them from the game's def database doesn't stop them from showing up on individual pawns. It sucks, but I'm not sure at this point how to do it. Perhaps I can patch the pawn generation, but that could lead to other issues, so I'm hesitant to do it.
TheCastleKeeper 27 Sep, 2020 @ 1:49pm 
Not sure if it is from this mod as I have quite a few loaded, but since @kingbmet mentioned it I also have the problem of the game freezing when I open the world map. But it can take almost a year(in game) for this to occur with no obvious trigger.